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  <title>Ch7-3 初识实例化绘制 &mdash; EasyVulkan</title>
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              <p class="caption" role="heading"><span class="caption-text">第一章 初始化</span></p>
<ul>
<li class="toctree-l1"><a class="reference internal" href="Ch1-0%20%E5%87%86%E5%A4%87%E5%B7%A5%E4%BD%9C.html">Ch1-0 准备工作</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch1-1%20%E5%88%9B%E5%BB%BAGLFW%E7%AA%97%E5%8F%A3.html">Ch1-1 创建GLFW窗口</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch1-2%20%E5%88%9D%E5%A7%8B%E5%8C%96%E6%B5%81%E7%A8%8B.html">Ch1-2 初始化流程</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch1-3%20%E5%88%9B%E5%BB%BAVK%E5%AE%9E%E4%BE%8B%E4%B8%8E%E9%80%BB%E8%BE%91%E8%AE%BE%E5%A4%87.html">Ch1-3 创建VK实例与逻辑设备</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch1-4%20%E5%88%9B%E5%BB%BA%E4%BA%A4%E6%8D%A2%E9%93%BE.html">Ch1-4 创建交换链</a></li>
</ul>
<p class="caption" role="heading"><span class="caption-text">第二章 绘制一个三角形</span></p>
<ul>
<li class="toctree-l1"><a class="reference internal" href="Ch2-0%20%E4%BB%A3%E7%A0%81%E6%95%B4%E7%90%86%E5%8F%8A%E4%B8%80%E4%BA%9B%E8%BE%85%E5%8A%A9%E7%B1%BB.html">Ch2-0 代码整理及一些辅助类</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch2-1%20Rendering%20Loop.html">Ch2-1 Rendering Loop</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch2-2%20%E5%88%9B%E5%BB%BA%E6%B8%B2%E6%9F%93%E9%80%9A%E9%81%93%E5%92%8C%E5%B8%A7%E7%BC%93%E5%86%B2.html">Ch2-2 创建渲染通道和帧缓冲</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch2-3%20%E5%88%9B%E5%BB%BA%E7%AE%A1%E7%BA%BF%E5%B9%B6%E7%BB%98%E5%88%B6%E4%B8%89%E8%A7%92%E5%BD%A2.html">Ch2-3 创建管线并绘制三角形</a></li>
</ul>
<p class="caption" role="heading"><span class="caption-text">第三章 纵观Vulkan</span></p>
<ul>
<li class="toctree-l1"><a class="reference internal" href="Ch3-1%20%E5%90%8C%E6%AD%A5%E5%8E%9F%E8%AF%AD.html">Ch3-1 同步原语</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch3-2%20%E5%9B%BE%E5%83%8F%E4%B8%8E%E7%BC%93%E5%86%B2%E5%8C%BA.html">Ch3-2 图像与缓冲区</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch3-3%20%E7%AE%A1%E7%BA%BF%E5%B8%83%E5%B1%80%E5%92%8C%E7%AE%A1%E7%BA%BF.html">Ch3-3 管线布局和管线</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch3-4%20%E6%B8%B2%E6%9F%93%E9%80%9A%E9%81%93%E5%92%8C%E5%B8%A7%E7%BC%93%E5%86%B2.html">Ch3-4 渲染通道和帧缓冲</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch3-5%20%E5%91%BD%E4%BB%A4%E7%BC%93%E5%86%B2%E5%8C%BA.html">Ch3-5 命令缓冲区</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch3-6%20%E6%8F%8F%E8%BF%B0%E7%AC%A6.html">Ch3-6 描述符</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch3-7%20%E9%87%87%E6%A0%B7%E5%99%A8.html">Ch3-7 采样器</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch3-8%20%E6%9F%A5%E8%AF%A2.html">Ch3-8 查询</a></li>
</ul>
<p class="caption" role="heading"><span class="caption-text">第四章 着色器</span></p>
<ul>
<li class="toctree-l1"><a class="reference internal" href="Ch4-1%20%E7%9D%80%E8%89%B2%E5%99%A8%E6%A8%A1%E7%BB%84.html">Ch4-1 着色器模组</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch4-2%20%E9%A1%B6%E7%82%B9%E7%9D%80%E8%89%B2%E5%99%A8.html">Ch4-2 顶点着色器</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch4-3%20%E7%89%87%E6%AE%B5%E7%9D%80%E8%89%B2%E5%99%A8.html">Ch4-3 片段着色器</a></li>
</ul>
<p class="caption" role="heading"><span class="caption-text">第五章 封装常用对象</span></p>
<ul>
<li class="toctree-l1"><a class="reference internal" href="Ch5-0%20VKBase%2B.h.html">Ch5-0 VKBase+.h</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch5-1%20%E5%90%84%E7%A7%8D%E7%BC%93%E5%86%B2%E5%8C%BA.html">Ch5-1 各种缓冲区</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch5-2%202D%E8%B4%B4%E5%9B%BE%E5%8F%8A%E7%94%9F%E6%88%90Mipmap.html">Ch5-2 2D贴图及生成Mipmap</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch5-3%202D%E8%B4%B4%E5%9B%BE%E6%95%B0%E7%BB%84.html">Ch5-3 2D贴图数组</a></li>
</ul>
<p class="caption" role="heading"><span class="caption-text">第六章 进阶Vulkan</span></p>
<ul>
<li class="toctree-l1"><a class="reference internal" href="Ch6-0%20%E4%BD%BF%E7%94%A8%E6%96%B0%E7%89%88%E6%9C%AC%E7%89%B9%E6%80%A7.html">Ch6-0 使用新版本特性</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch6-1%20%E6%97%A0%E5%9B%BE%E5%83%8F%E5%B8%A7%E7%BC%93%E5%86%B2.html">Ch6-1 无图像帧缓冲</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch6-2%20%E5%8A%A8%E6%80%81%E6%B8%B2%E6%9F%93.html">Ch6-2 动态渲染</a></li>
</ul>
<p class="caption" role="heading"><span class="caption-text">第七章 基础示例</span></p>
<ul class="current">
<li class="toctree-l1"><a class="reference internal" href="Ch7-1%20%E5%88%9D%E8%AF%86%E9%A1%B6%E7%82%B9%E7%BC%93%E5%86%B2%E5%8C%BA.html">Ch7-1 初识顶点缓冲区</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch7-2%20%E5%88%9D%E8%AF%86%E7%B4%A2%E5%BC%95%E7%BC%93%E5%86%B2%E5%8C%BA.html">Ch7-2 初识索引缓冲区</a></li>
<li class="toctree-l1 current"><a class="current reference internal" href="#">Ch7-3 初识实例化绘制</a><ul>
<li class="toctree-l2"><a class="reference internal" href="#id1">通过实例化绘制多个三角形的流程</a></li>
<li class="toctree-l2"><a class="reference internal" href="#id2">创建顶点缓冲区并指定顶点属性</a></li>
<li class="toctree-l2"><a class="reference internal" href="#instancedrendering-vert-shader">InstancedRendering.vert.shader</a></li>
<li class="toctree-l2"><a class="reference internal" href="#id3">绑定顶点缓冲区并绘制</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="Ch7-4%20%E5%88%9D%E8%AF%86Push%20Constant.html">Ch7-4 初识Push Constant</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch7-5%20%E5%88%9D%E8%AF%86Uniform%E7%BC%93%E5%86%B2%E5%8C%BA.html">Ch7-5 初识Uniform缓冲区</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch7-6%20%E6%8B%B7%E8%B4%9D%E5%9B%BE%E5%83%8F%E5%88%B0%E5%B1%8F%E5%B9%95.html">Ch7-6 拷贝图像到屏幕</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch7-7%20%E4%BD%BF%E7%94%A8%E8%B4%B4%E5%9B%BE.html">Ch7-7 使用贴图</a></li>
</ul>
<p class="caption" role="heading"><span class="caption-text">第八章 简单示例</span></p>
<ul>
<li class="toctree-l1"><a class="reference internal" href="Ch8-1%20%E7%A6%BB%E5%B1%8F%E6%B8%B2%E6%9F%93.html">Ch8-1 离屏渲染</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch8-2%20%E6%B7%B1%E5%BA%A6%E6%B5%8B%E8%AF%95%E5%92%8C%E6%B7%B1%E5%BA%A6%E5%8F%AF%E8%A7%86%E5%8C%96.html">Ch8-2 深度测试和深度可视化</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch8-3%20%E5%BB%B6%E8%BF%9F%E6%B8%B2%E6%9F%93.html">Ch8-3 延迟渲染</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch8-4%20%E9%A2%84%E4%B9%98Alpha.html">Ch8-4 预乘Alpha</a></li>
<li class="toctree-l1"><a class="reference internal" href="Ch8-5%20sRGB%E8%89%B2%E5%BD%A9%E7%A9%BA%E9%97%B4%E4%B8%8E%E5%BC%80%E5%90%AFHDR.html">Ch8-5 sRGB色彩空间与开启HDR</a></li>
</ul>
<p class="caption" role="heading"><span class="caption-text">附录</span></p>
<ul>
<li class="toctree-l1"><a class="reference internal" href="Ap1-1%20%E8%BF%90%E8%A1%8C%E6%9C%9F%E7%BC%96%E8%AF%91GLSL.html">Ap1-1 运行期编译GLSL</a></li>
</ul>

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  <section id="ch7-3">
<h1>Ch7-3 初识实例化绘制<a class="headerlink" href="#ch7-3" title="Permalink to this heading"></a></h1>
<p>
    本节的<span class="path">main.cpp</span>对应示例代码中的：<a href="https://github.com/EasyVulkan/EasyVulkan.github.io/tree/main/solution/EasyVulkan_Ch7/Ch7-3.hpp">Ch7-3.hpp</a>
</p>
<p>
    <strong>什么是实例化绘制？</strong>
    <br>
    先前在<a class="reference internal" href="Ch7-1%20%E5%88%9D%E8%AF%86%E9%A1%B6%E7%82%B9%E7%BC%93%E5%86%B2%E5%8C%BA.html#id2">Ch7-1 初识顶点缓冲区</a>创建过的顶点缓冲区中包含了三角形三个顶点的数据：
</p>
<pre class="code">
<span class="type">vertex</span> vertices[] = {
    { {  .0f, -.5f }, { 1, 0, 0, 1 } },
    { { -.5f,  .5f }, { 0, 1, 0, 1 } },
    { {  .5f,  .5f }, { 0, 0, 1, 1 } }
};
</pre>
<p>
    那么显然，用如下顶点数据，每三个顶点绘制一个三角形，就会在不同位置绘制出三个同样的三角形：
</p>
<pre class="code">
<span class="type">vertex</span> vertices[] = {
    { {  .0f, -.5f }, { 1, 0, 0, 1 } },
    { { -.5f,  .5f }, { 0, 1, 0, 1 } },
    { {  .5f,  .5f }, { 0, 0, 1, 1 } },
    <span class="cmt">//左移0.5</span>
    { {  .0f - .5f, -.5f }, { 1, 0, 0, 1 } },
    { { -.5f - .5f,  .5f }, { 0, 1, 0, 1 } },
    { {  .5f - .5f,  .5f }, { 0, 0, 1, 1 } },
    <span class="cmt">//右移0.5</span>
    { {  .0f + .5f, -.5f }, { 1, 0, 0, 1 } },
    { { -.5f + .5f,  .5f }, { 0, 1, 0, 1 } },
    { {  .5f + .5f,  .5f }, { 0, 0, 1, 1 } }
};
</pre>
<p>
    但上面这堆数据太冗余了不是吗？将决定三角形形状和颜色的顶点数据，和各个三角形的位置偏移分开写则为：
</p>
<pre class="code">
<span class="type">vertex</span> vertices[] = {
    { {  .0f, -.5f }, { 1, 0, 0, 1 } },
    { { -.5f,  .5f }, { 0, 1, 0, 1 } },
    { {  .5f,  .5f }, { 0, 0, 1, 1 } }
};
glm::<span class="type">vec2</span> offsets[] = {
    { {  .0f, .0f } },
    { { -.5f, .0f } },
    { {  .5f, .0f } }
};
</pre>
<p>
    若称每个基于<span class="var">vertices</span>绘制的三角形为一个实例（instance），每个三角形的序号为实例索引（instance index），单个三角形中每个顶点的序号为顶点索引（vertex index），则绘制3个三角形实例的全部9个顶点时，<code>vertex[顶点索引].positions + offsets[实例索引]</code>即为其中单个顶点的坐标。
</p>
<p>
    这种将多个图形共有的数据，和每个图形独有的数据，分别按不同频率输入到着色器，然后将数据加以组合以绘制多个图形实例的方式，叫做实例化绘制（instanced rendering）。
</p><section id="id1">
<h2>通过实例化绘制多个三角形的流程<a class="headerlink" href="#id1" title="Permalink to this heading"></a></h2>
<p>
    在之前<a href="https://github.com/EasyVulkan/EasyVulkan.github.io/tree/main/solution/EasyVulkan_Ch7/Ch7-1.hpp">Ch7-1.hpp</a>用顶点缓冲区绘制三角形代码的基础上，使用顶点和索引缓冲区绘制长方形需要经历以下步骤：
    <br>
    1.创建逐顶点、逐实例输入的顶点缓冲区
    <br>
    2.指定顶点属性
    <br>
    3.书写着色器
    <br>
    4.在命令缓冲区中绑定顶点缓冲区并绘制
</p></section>
<section id="id2">
<h2>创建顶点缓冲区并指定顶点属性<a class="headerlink" href="#id2" title="Permalink to this heading"></a></h2>
<p>
    先前已经写过了<span class="var">vertices</span>和<span class="var">offsets</span>，将它们扔进各自的顶点缓冲区：
</p>
<pre class="code">
<span class="type">vertex</span> vertices[] = {
    { {  .0f, -.5f }, { 1, 0, 0, 1 } },
    { { -.5f,  .5f }, { 0, 1, 0, 1 } },
    { {  .5f,  .5f }, { 0, 0, 1, 1 } }
};
glm::<span class="type">vec2</span> offsets[] = {
    { {  .0f, .0f } },
    { { -.5f, .0f } },
    { {  .5f, .0f } }
};
<span class="type">vertexBuffer</span> vertexBuffer_perVertex(<span class="kw">sizeof</span> vertices);
vertexBuffer_perVertex.<span class="fn">TransferData</span>(vertices);
<span class="type">vertexBuffer</span> vertexBuffer_perInstance(<span class="kw">sizeof</span> offsets);
vertexBuffer_perInstance.<span class="fn">TransferData</span>(offsets);
</pre>
<p>
    指定顶点属性：
</p>
<pre class="code">
<span class="cmt">//照抄Ch7-1</span>
<span class="cmt">//数据来自0号顶点缓冲区，输入频率是逐顶点输入</span>
pipelineCiPack.vertexInputBindings.<span class="fn">emplace_back</span>(0, <span class="kw">sizeof</span>(vertex), <span class="enum">VK_VERTEX_INPUT_RATE_VERTEX</span>);
<span class="cmt">//location为0，数据来自0号顶点缓冲区，vec2对应VK_FORMAT_R32G32_SFLOAT</span>
pipelineCiPack.vertexInputAttributes.<span class="fn">emplace_back</span>(0, 0, <span class="enum">VK_FORMAT_R32G32_SFLOAT</span>, <span class="mcr">offsetof</span>(<span class="type">vertex</span>, position));
<span class="cmt">//location为1，数据来自0号顶点缓冲区，vec4对应VK_FORMAT_R32G32B32A32_SFLOAT</span>
pipelineCiPack.vertexInputAttributes.<span class="fn">emplace_back</span>(1, 0, <span class="enum">VK_FORMAT_R32G32B32A32_SFLOAT</span>, <span class="mcr">offsetof</span>(<span class="type">vertex</span>, color));

<span class="cmt">//数据来自1号顶点缓冲区，输入频率是逐实例输入</span>
pipelineCiPack.vertexInputBindings.<span class="fn">emplace_back</span>(1, <span class="kw">sizeof</span>(glm::<span class="type">vec2</span>), <span class="enum">VK_VERTEX_INPUT_RATE_INSTANCE</span>);
<span class="cmt">//location为2，数据来自1号顶点缓冲区，vec2对应VK_FORMAT_R32G32_SFLOAT</span>
pipelineCiPack.vertexInputAttributes.<span class="fn">emplace_back</span>(2, 1, <span class="enum">VK_FORMAT_R32G32_SFLOAT</span>, 0);
</pre></section>
<section id="instancedrendering-vert-shader">
<h2>InstancedRendering.vert.shader<a class="headerlink" href="#instancedrendering-vert-shader" title="Permalink to this heading"></a></h2>
<p>
    新建<span class="path">InstancedRendering.vert.shader</span>，基于<span class="path">VertexBuffer.vert.shader</span>略作修改即可：
</p>
<pre class="code">
<span class="pragma">#version</span> 460
<span class="pragma">#pragma shader_stage</span>(vertex)

<span class="kw">layout</span>(location = 0) <span class="kw">in</span> <span class="type">vec2</span> i_Position;
<span class="kw">layout</span>(location = 1) <span class="kw">in</span> <span class="type">vec4</span> i_Color;
<span class="kw">layout</span>(location = 2) <span class="kw">in</span> <span class="type">vec2</span> i_InstancePosition;
<span class="kw">layout</span>(location = 0) <span class="kw">out</span> <span class="type">vec4</span> o_Color;

<span class="kw">void</span> <span class="fn">main</span>() {
    gl_Position = <span class="type">vec4</span>(i_Position + i_InstancePosition, 0, 1);<span class="cmt">//共通顶点数据中的位置坐标 + 各个实例的位置偏移</span>
    o_Color = i_Color;
}
</pre>
<p>
    别忘了更改<span class="fn">CreatePipeline</span>(...)：
</p>
<pre class="code">
<span class="kw">void</span> <span class="fn">CreatePipeline</span>() {
    <span class="kw">static</span> <span class="type">shaderModule</span> vert(<span class="str">"shader/InstancedRendering.vert.spv"</span>);
    <span class="cmt">//省略后续代码</span>
}
</pre></section>
<section id="id3">
<h2>绑定顶点缓冲区并绘制<a class="headerlink" href="#id3" title="Permalink to this heading"></a></h2>
<p>
    将两个顶点缓冲区分别绑定到各自的binding：
</p>
<pre class="code">
<span class="type">VkDeviceSize</span> offset = 0;
<span class="fn">vkCmdBindVertexBuffers</span>(commandBuffer, 0, 1, vertexBuffer_perVertex.<span class="fn">Address</span>(), &amp;offset);
<span class="fn">vkCmdBindVertexBuffers</span>(commandBuffer, 1, 1, vertexBuffer_perInstance.<span class="fn">Address</span>(), &amp;offset);
</pre>
<p>
    也可以直接用一条命令绑定两个缓冲区：：
</p>
<pre class="code">
<span class="type">VkBuffer</span> buffers[2] = { vertexBuffer_perVertex, vertexBuffer_perInstance };
<span class="type">VkDeviceSize</span> offsets[2] = {};
<span class="fn">vkCmdBindVertexBuffers</span>(commandBuffer, 0, 2, buffers, offsets);
</pre>
<p>
    3个顶点构成一个三角形，绘制3个实例，首个顶点和首个实例的索引都是0：
</p>
<pre class="code">
<span class="fn">vkCmdDraw</span>(commandBuffer, 3, 3, 0, 0);
</pre>
<p>
    运行程序，你应该会看到以下图像：
</p>
<img alt="_images/ch7-3-1.png" src="_images/ch7-3-1.png"></section>
</section>


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